Cornelius DeKalb Mutated corn stalk.
PS: 3d6 ⇒ (5, 6, 1) = 12
Mutations: 1d6 ⇒ 5
Physical Mutation #1: 1d100 ⇒ 32 Hands of Power 1d4 ⇒ 2 Hot Hands
Questions & Answers: 1. What drove you against the current rulership of Kintargo? Kintargo has long been a thorn in Cheliax's side. Tolerated, until recently, when Barzillai Thrune arrived to enforce martial law in the city. During the Night of Ashes Rosamonde's parents, Milani sympathizers, were swept up by the Dottari never to be seen again. 2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?
3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?
4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do?
6. Your life's nemesis is at your mercy. But his close family nearby begs for his life. Do you spare him? Or is some other outcome more favorable?
7. Without describing their job, name, or appearance tell me who you're character is.
Okay, for the most part Rosamonde is done, mechanically at least. Ill get to work on the questions later.
Rosamonde D'armand: Rosamonde D'Armand Female human warpriest (liberty's blade, divine champion) of Milani 2 (Pathfinder Player Companion: Advanced Class Origins 24, Pathfinder Player Companion: Divine Anthology 14, Pathfinder RPG Advanced Class Guide 60) CG Medium humanoid (human) Init +1; Senses Perception +3 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 19 (2d8+6) Fort +5, Ref +1, Will +6; +2 trait bonus vs. charm and compulsion -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee longsword +4 (1d8+2/19-20) or . . morningstar +4 (1d8+2) Ranged composite longbow +2 (1d8+2/×3) Special Attacks blessings 4/day (Liberation: liberation), fervor 4/day (1d6), sacred weapon (1d6, +0, 2 rounds/day) Warpriest (Liberty's Blade, Divine Champion) Spells Prepared (CL 2nd; concentration +5) . . 1st—cure light wounds, divine favor, shield of faith . . 0 (at will)—detect fiendish presence, detect magic, guidance, light -------------------- Statistics -------------------- Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13 Base Atk +1; CMB +3; CMD 14 Feats Bludgeoner[UC], Combat Expertise, Deadly Aim, Power Attack, Weapon Focus, Weapon Focus Traits birthmark, natural born leader Skills Acrobatics -3 (-7 to jump), Diplomacy +5, Heal +9, Knowledge (religion) +5, Sense Motive +7, Spellcraft +4 Languages Common SQ finesse weapon attack attribute Combat Gear healer's kit; Other Gear breastplate, composite longbow (+2 Str), longsword, morningstar, backpack, bedroll, belt pouch, flint and steel, holy text (The Light of Hope)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Milani, 411 gp -------------------- Special Abilities -------------------- Blessings (4/day) (Su) Pool of power used to activate Blessing abilities. Bludgeoner Inflict nonlethal damage with bludgeoning weapons Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers. Weapon Focus (Flails) Choose one weapon group. You become better at using that type of weapon. Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Elephant in the Room: By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the creation of every new character: feat taxes. Many veteran players lament that you need three feats to go to the bathroom in Pathfinder. It’s a cheeky musing, but one rooted in truth. Pathfinder’s feats are arranged in sprawling tiers, often requiring an investment of three or more feats to unlock a single more advanced one. While it’s satisfying to work towards a goal, many rungs on the feat ladder are considered either undesirable or overtly mundane. These are feat taxes. Below I’ve highlighted a number of revisions to Pathfinder’s feat tree to help ease the situation. I’ve focused mainly on combat feats, arguably the worst offenders. Feel free to incorporate these changes into your own house rules or make your own suggestions in the comments. Martial Mastery
Weapon Finesse
Agile Maneuvers
Combat Expertise
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
Deft Maneuvers
Power Attack
Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder
Powerful Maneuvers
Point-Blank Shot
Deadly Aim
Mobility
Dodge
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Connor Hawkins, Medieval Hit-Man: Connor Hawkins was a butcher. No, an actual butcher who owned a shop in The Whitequarter of Ghastenhall. Business was always good and he catered to lord and lady to the yeoman and peasantry alike. But every now and then someone would enter his shop and order the "special cut". These exclusive customers would be escorted to the back room only to emerge a few minutes later. The next day the town criers would announce the mysterious disappearance of one the city's citizens. Despite lean times Hawkin's Meats never wanted for fresh cuts of meat. One day a well dressed woman entered the shop and ordered the "Special Cut". once in the back room she explained that her husband, a well to do merchant, was having an affair with his assistant and that she would pay triple his usual fee if he would make them both disappear. Later, after closing the shop for the night, Connor donned his other working "clothes" a black leather apron and a pair of perfectly matched kukris, exotic knives with curved blades designed to cut through bone and sinew with relative ease. Prowling through Ghastenhall's back alleys and silent streets Connor arrives at his target's townhouse shortly after midnight. After waiting for almost an hour he enters through the conveniently unlocked kitchen door. Once inside he is blinded by the flare of a hooded lantern suddenly being unveiled. Confronted by the city watch backed by several Knights of Alerion, Connor fought bravely yet futilely and was soon overwhelmed. Dragged before the judge he was soon convicted of murder and attempted murder and sentenced to beheading at Brandescar Prison "May Mitra have mercy on your soul, for I surely do not!" were the last words of the judge has he dropped the gavel on his desk.
Thank you all for the input, I've taken some of your ideas to heart and have revised my spells known accordingly. Here are the current choices. 0-level: dancing lights, detect magic, mage hand, mending, open/close, read magic, sift
Hey all, I'm looking for some help rounding out my spells known for an upcoming campaign. We are beginning at 9th level and I want to choose spells that would be the most thematic for a professional tomb robber, er...I mean, raider. Assume I'm operating in a vacuum as we are still recruiting and I have no idea what the other party members will be brining to the table. My current spell choices are:
I still have a number of spells left (thanks to the Human FCB) and I'm at a loss as to what to choose.
Thank you in advance for your help. About NallNall Moor
Spellbook:
Level 1: Burning Hands Mage Armor Magic Missile Shield Endure Elements Shocking Grasp Color Spray Level 0:
Appearance:
Nall is a beautiful young woman with a twinkle of the sun in her eyes and a warm smile for anyone who does not get in her way. However, she has a quick temper, and if someone happens to cross her, the picture of the beautiful woman can seem frighteningly different. The twinkle of sun can turn into a scorching fire, and the smile can turn almost wicked with the desire to punish those who do wrong. History:
Nall Moor is the youngest daughter of the ruler of Qadira's favorite sister. As the niece of the haughty Xerbystes II, she grew up learning all about the life of the nobility. She enjoyed her life quite a bit. She was a favorite among the ruling family, and always could charm her way into the good graces of those she wished favors of... from a sweet as a child, to a favored piece of jewelry or clothing as she grew older. Her ambitions went beyond those of such trifles, however. She grew up as a believer in Xerbystes's desires for war with Taldor. She accepted the prejudices against their northern neighbor and felt a burning desire grow in her mind to help her uncle achieve such goals. She was small, however, and did not posses the strength required to wield a scimitar or a bow. Despite these limitations, she developed her mind, and found there a talent rare among those she knew. She cultivated the burning in her mind into magic that could harness the elements, particularly fire. She saw in the fire she could wield the will of Sarenrae and thought to wield the very sun in her goddess's name. As her knowledge and power began to form, she began to become frustrated with her position. She was constantly doted on by her uncle and anyone else who would pay attention to her, but they did not listen. She was treated as a child and grew to resent the lack of respect she thought she was entitled to even in the palace. Nall began to search for other places she might be useful. Her uncle was continuously thwarted in his attempts to wage war, and Nall felt there was nothing she could do to help. She turned to the church for a place to belong, as her passion for Sarenrae was great. The clergy respected her as was due her rank and position, and they accepted her willingness to serve the church with joy. They were, however, not shocked to discover that her willingness to serve did not actually entail much service. Despite her general feelings of superiority that had developed during her years growing up in the palace, Nall quickly fell in love with the much less stressful life at the temple. In fact, while some of the Clergy near the palace played politics just as bad as any nobility, the small temple that Nall found herself comfortable in was of a different sort. A much more traditional church of Sarenrae, it preached a different sort of message than Nall was used to... one at odds with her upbringing. Nall found herself much less sure of her uncle's ambitions. The clarity with which she had seen the prospects of war and it's divine necessity became clouded and less certain. She learned of a general discontent among many followers of Sarenrae with the ruler's plans for war. While Nall certainly never betrayed her family or even spoke against them, she did develop a sympathy for the alternative point of view. In fact, she found that the fire in her heart and mind grew stronger, and her magic was more potent when fueled by her newfound beliefs. For some time, as she grew in her faith, this caused no problems. However, rumors of these sympathies did begin to circle among Nall's family, and she actually became a bit frightened of what could happen. Fortunately, the church was prepared for this. They did not want to lose an ally in the ruler's family, even if Nall's influence might wane. They asked her if she would journey across the sea to Katapesh. They had heard of an ancient temple to Sarenrae in the area, and were eager for information on it... perhaps even the development of a new temple there. A missionary of Nall's beauty and knowledge would undoubtably be able to gather followers. Nall grew excited about the prospect, and to her suprise, found that her family was thrilled with the idea as well. She was not sure if it was to get rid of her because she was now an embarrassment, or if it was because they thought she might forget about the foolish notions she had started having by leaving her small temple behind... but in either case, she accepted their blessing and set out without any further thought.
Other Details:
Age: 18 Height: 4ft 7in Weight: 99lbs Speed: 30ft Deity: Sarenrae |